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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-11-22 13:19:19 +0300
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-11-22 13:19:19 +0300
commit46fbe6b01e095ddb66f3bf6e0516569cfdca8f74 (patch)
treee7a7754188ef9b290eca479df6ac59b00ea7478b /source/gameengine/Converter
parentcf91617d7829647629c8ce04b9f047dfbdf3d910 (diff)
Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index e0d460d18d6..7fa2b68e0c2 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -715,6 +715,14 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1];
objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2];
break;
+ case OB_BOUND_POLYT:
+ if (blenderobject->type == OB_MESH)
+ {
+ objprop.m_boundclass = KX_BOUNDPOLYTOPE;
+ break;
+ }
+ // Object is not a mesh... fall through OB_BOUND_POLYH to
+ // OB_BOUND_SPHERE
case OB_BOUND_POLYH:
if (blenderobject->type == OB_MESH)
{